Fanning the flames.....Class limitations

Suggestions from our community members for PR:BF2. Read the stickies before posting.
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

Again just reminding y'all that the arguments are academic and theoretical unless we can find a HIGHLY USABLE way of implemeting kit limiting that does not sacrifice a huge amount of other features (because we worked on kit limiting for months versus other features).

Right now our alternative game modes are NOT in a category of being highly usable. We need to polish that up and there are some limitations on how far we can go with that. We are having to be pretty creative and ingenious to come up with workable solutions.

When you look at what's exposed to modders via the UI, Kit and Class systems in BF2, it's pretty limited. Having usability issues with the spawn menu & class system is not something we are willing to spend significant time creating.

Some of you mention spawned kits as a solution... go try a pickup kit in OPK. Notice that the minimap no longer shows your location, even when expanded to the full map? That's one of the reasons we've not put them into PR as yet... that has a huge usability impact on the game and user intarface.

Perhaps other mod teams out there will figure out a brillian solution to these problems. I really hope they do becausde we might learn something from it ourselves.

So uh... don't knock yerselves red in the face arguing about the merits and demerits of kit limiting.. we get it .. some people would like it, some people would not.

Any system we implement needs to meet the criterion of:
- having a high degree of usability for the average PR player
- does not encourage kit camping or rank whoring
- has a reasonable opportunity cost (what did we not work on to add this feature)
- is configurable by server administrators in terms of class ratios (including completely disabling kit limiting)

Argue about that for another umpteen pages :p

egg
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six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Work on something more important, then copy FHs code once they use their unlimited resources t ofigure it out :mrgreen:
J/K about copying code, but seriously, I want brits more than limited sniper rifles.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Eden
Posts: 805
Joined: 2005-12-06 14:43

Post by Eden »

You have overexaggerated way to much, currently when a tank shows up there already is at least 1 AT guy around, the tank is feared.

An example today my entire squad had to hide while we waited for our AT guy to arrive, he did a minute or two later and we destroyed the tank.

We didn't have 15 guys spawn AT as you suggested they would do.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

You are saying that players dont respawn as AT or Sniper in order to deal with a situation thus ending up with an overage of one class? Hmmm. Nope. It happens. Just sign on a game and look at how many SAWs and Snipers are running around. Once armor shows up, its crazy how desirable AT becomes. Out of say one teams 20 or 32 players, it happens.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

'[R-DEV wrote:eggman']Again just reminding y'all that the arguments are academic and theoretical unless we can find a HIGHLY USABLE way of implemeting kit limiting that does not sacrifice a huge amount of other features (because we worked on kit limiting for months versus other features).

Right now our alternative game modes are NOT in a category of being highly usable. We need to polish that up and there are some limitations on how far we can go with that. We are having to be pretty creative and ingenious to come up with workable solutions.

When you look at what's exposed to modders via the UI, Kit and Class systems in BF2, it's pretty limited. Having usability issues with the spawn menu & class system is not something we are willing to spend significant time creating.

Some of you mention spawned kits as a solution... go try a pickup kit in OPK. Notice that the minimap no longer shows your location, even when expanded to the full map? That's one of the reasons we've not put them into PR as yet... that has a huge usability impact on the game and user intarface.

Perhaps other mod teams out there will figure out a brillian solution to these problems. I really hope they do becausde we might learn something from it ourselves.

So uh... don't knock yerselves red in the face arguing about the merits and demerits of kit limiting.. we get it .. some people would like it, some people would not.

Any system we implement needs to meet the criterion of:
- having a high degree of usability for the average PR player
- does not encourage kit camping or rank whoring
- has a reasonable opportunity cost (what did we not work on to add this feature)
- is configurable by server administrators in terms of class ratios (including completely disabling kit limiting)

Argue about that for another umpteen pages :p

egg

Copy that.
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

'[R-DEV wrote:eggman']Again just reminding y'all that the arguments are academic and theoretical unless we can find a HIGHLY USABLE way of implemeting kit limiting that does not sacrifice a huge amount of other features (because we worked on kit limiting for months versus other features).

Right now our alternative game modes are NOT in a category of being highly usable. We need to polish that up and there are some limitations on how far we can go with that. We are having to be pretty creative and ingenious to come up with workable solutions.

When you look at what's exposed to modders via the UI, Kit and Class systems in BF2, it's pretty limited. Having usability issues with the spawn menu & class system is not something we are willing to spend significant time creating.

Some of you mention spawned kits as a solution... go try a pickup kit in OPK. Notice that the minimap no longer shows your location, even when expanded to the full map? That's one of the reasons we've not put them into PR as yet... that has a huge usability impact on the game and user intarface.

Perhaps other mod teams out there will figure out a brillian solution to these problems. I really hope they do becausde we might learn something from it ourselves.

So uh... don't knock yerselves red in the face arguing about the merits and demerits of kit limiting.. we get it .. some people would like it, some people would not.

Any system we implement needs to meet the criterion of:
- having a high degree of usability for the average PR player
- does not encourage kit camping or rank whoring
- has a reasonable opportunity cost (what did we not work on to add this feature)
- is configurable by server administrators in terms of class ratios (including completely disabling kit limiting)

Argue about that for another umpteen pages :p

egg
Whatever you say Egg. However, if you are curious as to what kit limiting can do for you and are not experienced enough to do it, ask these guys http://www.gamingforums.com/forumdisplay.php?f=479
They'll shoot you in the right direction.
"Get lost, support your Coast Guard."
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

<<SpanishSurfer>> wrote:Whatever you say Egg. However, if you are curious as to what kit limiting can do for you and are not experienced enough to do it, ask these guys http://www.gamingforums.com/forumdisplay.php?f=479
They'll shoot you in the right direction.
There's no need for the condescending undertone... just telling you guys like it is. I am defintely gonna see if the FH2 guys are open to any kind of knowledge sharing.

egg
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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

reposted to new topic
<<SpanishSurfer>>
Posts: 220
Joined: 2006-05-13 05:38

Post by <<SpanishSurfer>> »

'[R-DEV wrote:eggman']There's no need for the condescending undertone... just telling you guys like it is. I am defintely gonna see if the FH2 guys are open to any kind of knowledge sharing.

egg

None intended. Although I apologize for making it appear that way. Whoops!
"Get lost, support your Coast Guard."
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